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http://www.matrixgames.com/forums/tm.asp?m=3185062
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/ t: [7 e& S( L0 j已经共享到岛群QQ和本论坛置顶资源帖
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" t. v: ^' H0 m% u% v! x/ R! e9 `% H S大量更新,详见列表:
; d t4 U# e( ?; K0 X" K( v- h4 d. P& F0 S: j1 y& t3 Z e
$ S* ~2 h/ T& d4 X3 D* EChange History:
5 x% {2 r0 \5 b9 [7 \V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)3 p$ E9 B0 M7 W. u" d6 r
1. Seventh Update – This release is a comprehensive release updating all previous
, W' ~$ Q1 ~3 [4 v0 bversions to v1.01.17 beta
0 _, |3 a, Y9 ~5 H& R9 e b% }2. Code Changes
9 H; P2 N2 Z g: F* K0 q; NFixed
4 V; I" t" P/ i$ ~/ l+ M" M5 t' _7 b8 O1. Display of AF/Port icon between player saves based on player's intel
4 N# @* @3 Y- t% P0 K. P: @$ D& e2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when$ V- H o; K7 K! ~9 ?1 a
weapon list updated7 @! t: j9 s6 @1 n
3. Reported cargo/troop safety values incorrect when no cargo/troop space/ e, X6 a0 Q7 r! f- }* l9 u, @
4. Allow smaller 'reserve' space for small groups on ships
]3 B8 C( g8 D |5. Preserve some more data when swapping fragment and parent to prevent lost of parent
+ K! l' U v. K/ N! |5 w6. Correct attacking plane count before final post-air combat
1 q( [; j0 n$ Q; B7. Pilot promotion may have occured in error sometimes
& A J2 n4 s0 }$ [' v) f; ^) z8. Raid detect message sometimes dropped of the combat report) K$ R5 C. W$ y
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
: r8 Y2 q& v! u: a/ B. i# g5 Kgenerally
7 ]8 h* y) h2 y6 Z) o. d10. Some pilot-leader connections were being corrupted5 h' x( R- [! A8 L: e8 X, P" r
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few( G+ L' Z2 r2 g6 P/ p d* ]2 [
other move issues due to the incorrect indicator
$ n9 `; `; R# ?12. Wrong ship sometimes reported in Ops report for TF movement which causes some
: P) L F3 B: s1 D( Fdamage
* [% a1 R5 i. ]% n! y13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
+ I' c: X+ x3 N( w' Q3 d$ {0 g14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 t9 y2 ?$ d5 cdate sort
8 }( p# X2 y e15. ASW groups not allowed to attack sometimes% T$ q1 V; R8 w9 h; O
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
2 y8 V, k! Z4 E b3 BHQ/LCU to jump to reinforcement queue" W3 t" T( T' l
17. Bug in bomber intercept if too many rounds of fighter v fighter combat) J+ K! j# }" J' N
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
/ i [' ?7 V* d5 d% gat start of AE but crept back in sometime during updates, h5 \' P6 K# n2 p
19. Removed the fragment/parent swap during a TF unload as it could often orphan the' t5 e, b6 x x, b8 x$ c8 v
fragment. K" ?' Z" z# }" y& [* I
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
2 x l6 l* @: f2 W21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
8 d1 `2 _; e2 g* [& sshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
& b1 w X5 |, V5 Gset
. \5 g9 l% k" N U! S! @9 W: \) Q) v22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
- D4 W& H% o6 O23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
) a3 Q3 X' m; r; q( J24. Bug caused F/FB to sometimes bomb at low altitude
2 [# d! ~" I! y4 h+ Y; L' J25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
7 h9 C* p5 |' F+ Boccurring properly.
: a" T0 |5 o8 ~6 u26. Bug in Industry 'failed' indication not showing properly sometimes
) N5 G# V% z2 p, k& E27. Location check at scenario load to include small map sceanrios
9 S' I6 v/ e* O28. Bug in air supply to fragments in a non-friendly base hex
4 Q8 z& o; A5 u# \ J6 m# H29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was1 t$ d1 }8 e0 f+ d; v
being set to homebase before execution of the mission – ie was returning to base$ n0 d" x" O) E: z9 Z# k' p
immediately
4 l) Z2 B" i8 u* l5 O' u r30. Error in Strategic map display! e' m% e+ o/ a6 |- E
31. Additional and stockpile options were not turned off when base was captured
. j9 X! o$ o0 w q7 |1 l2 o" Z32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on6 c& l0 y! ~+ K$ U R, j$ Z
mouse over
" D$ j6 ^8 g' `5 z6 Q: l33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 D; K1 d; D% {- t6 Ochance to gain experience if >75% prepare and < 50% national exp level" R( @) H& o+ O8 D' C% X
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to Z6 ], ?/ Q) _
alleviate the incorrect experience gaining happening while in reinforcement queue
3 C- X: B" y, I' q! ]2 W35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
# U1 d: X7 w8 ^. Dcaused unit to jump “off-rail” and move overland
& B; [+ `! I3 Q; }8 E1 G: k3 L- p0 d36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ1 o6 }* A. b3 [* U
37. Excessive accident messages on unload from TF reported6 T' ^7 ^- M+ i' O
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ w! s3 I* C; a Gmerged causing smaller size unit than expected
: G5 i3 v4 D+ \2 G39. Corrected possible TOE error in scenario data load for inactive units
+ S- a0 K3 s& Z e/ I40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
- c% ?) L: d. M* O/ Y+ C( Phowever be allowed to do this.9 T# n+ B0 `2 ]" ~
41. Possible CTD if sinking ship's load was a group2 {' ]2 N# _% X4 Q5 W3 D4 m+ B/ l$ c
42. Limit the number of devices built from resources per unit during LCU replacements; this
: d* A3 |* a- `was causing an over production for that turn
2 e; G% G" x" J- A0 I! H43. Retain day/night setting when creating group fragments. Y0 U; c5 B: V4 Q0 v
44. Adjusted supply and fuel values in base list not to overrun the space
& Y# I$ i& s5 r; i7 Y45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but, k/ H( n ?4 w
added YMS to Sweep TF in line with manual and code# [$ ?" o2 _7 {' P
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
1 O7 \" j; V/ b+ Xrule relates to the abundance of manpower and is not covered by replacement pool. Normal2 v8 Q: Y0 u: z; v
rebuilding of destroyed units is not affected by this.5 R0 f7 C' J0 P* B5 r
47. Carrier capable and trained text not showing together on Group screen/ e$ S, ^9 K3 y2 }
48. Handle any blank re-name changes by ignoring them3 v. b( E. t- }' |" i: _( V
49. Possible CTD when air fragments combine0 {2 J' A3 Y+ k( k; b- w' D
50. Unloading TF can freeze a LCU onto a ship under some conditions
. [8 G! t' g/ s5 f& B8 K51. AI not behaving if main HQs missing (affects small map mainly)
' T8 `) d9 u! q& c% V3 \52. AI using AGC for normal land units – removed from TF if not needed( [" R" y' z2 @/ F$ z5 q& m I
53. Soviet activation message not in Ops report* |" S8 s2 F7 X _1 A* m1 E
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range9 O, Q- y* a1 }0 J4 u" q" g2 l( S
55. Clear Soviet air balance if not activated. Possible incorrect base switching! f1 g" L6 D! o' U+ P% Q% O
56. Sub attack against docked TF not happening for port size <3! R! h5 a$ i1 k" \: u" t W
57. Unit type changing unexpectantly' Y: y# I# e( C/ k4 A) b' |
58. Torpedo replacement on plane sometimes is missed
R+ o6 r& W0 v2 `. ?* }) U, Q59. Double handling of overstacked supply requirements: L9 M2 Y# w1 i1 v8 n, B3 `
60. Fixed alternate weapons for port attacks
1 c0 U! ?) m r' G9 f. G3 H0 c61. Corrected weapon system damage to show after combat on ships in port rather than wait till: U; v! N* }0 P. U& r3 Y
sometimer in the ship repair cycle.
2 Q3 g+ b: f3 Z62. Ship tonnage over 32K could cause repairs to fail% j; X9 D& a7 F; h& r
New% G2 M, ^) p# B: _- z
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the6 p) }2 @& A- g( g
port6 r) }& z2 f5 d+ ^! x# o
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.' S4 l% f h' e; U; J0 X1 e' ]8 a
Tenders not counted
1 F, x# u2 J% {3 y" ~- |9 J3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
' F! @1 R8 [" [, C6 m, v# g q4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method/ o- N2 y7 @1 @, ` F( y" a6 O% }
to remove damaged ships from TF S; G) O" {0 h$ i, r
5. New filter for “non-building” devices in Industry pool screen: j; [) H, Z" g' {; J5 T
6. New filter for “non-building” aircraft in Air Replacement pool screen, |* H/ T5 k! B* B9 X5 ], k
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy9 B6 x% g! A( W$ z7 H
mines (^) detected; M: V& e0 W& F; H$ B5 s- q4 G: T
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
- s1 M1 G1 @9 j‘button6..’ image files, then these will be shown. If not, by default there are shown as: t- f% P, E' t& l! H
standard parachute unit icons
I, J& m* z' q; i$ k, O1 s) b9. Air/port damage and building is shown in base mouse over7 i: l! z% `, F4 X: m1 {: X) d' z1 D
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( w* V- y$ g8 |5 j5 Y11. TF can be routed to stay within coastal hexes as much as possible
4 H+ O. W+ o% O" E0 ?( j: I5 B12. On Top Pilot screen show the 'ace' cut-off value if more than 1* f% b3 ]1 t! m; @
13. Added option on group and LCU reinforcement screen to turn off replacements! y5 \6 e3 I$ C3 N. i+ v) A! f) D8 [
14. Current base can get supply returned to it when reserve planes returned which were: n8 I" d+ X3 u6 M( K/ {% J
originally supplied from another base
6 e _- e% Z; B% {5 s15. Unit type filter on Troop Loading screen+ g" u- D3 d: N% e" W! o) \" W
16. Report killed ground units if not in combat report
# e4 ?5 N, Q7 }+ |( M, W' HChanged
8 f5 u Y& R' n6 f6 H" I" v5 n1. AF of 8+ have AV support doubled for purposes of determing support for air operations
( C. Y5 J( Y9 B8 D( R( s, ~(complements fix 18 above); N$ O5 b% h: W: o5 a0 s
2. Permanently increased pilot array to 70K
& ]2 \! t6 O3 m* H3 B3. Increased number of air combat rounds are a factor of total aircraft involved
E$ D! t& }7 D0 X' p4. Allowed submap to submap movement if land connected for land units. Should have been, U6 l; \6 \# D Y( e
so as per Andrew Brown
+ S) o9 Q: z- i5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
! z( u8 ^- y$ V, g5 K2 ldelay toggle instead, X1 y1 R! s( q4 ]! @3 S6 q
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the( O. ]0 c; }+ ^# a" }6 Q* J
maintenace a bit more
! x+ @3 u, X* U: R3 ~5 G7. Support device replacements won't decrease the overall experience of LCU units. This does+ m7 V+ j: b# b3 J/ V
not alter the overall EXP change due when any replacements are received.
$ X5 \/ l [+ o1 [& o+ F8 `8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
/ t& W0 {- h6 \* X, Abetween the two but could break current games. A' i7 E3 s& _/ J' b
9. Some LCU Prep points may be retained if unit is experienced
: X+ O& p/ o" }& ^: U, u9 RNotes
?$ S% G3 K) u) P8 X8 w5 P8 E- ^1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
2 [- `' k6 C9 n4 x* O1 {should not change player or HQ, even if not in play. These original HQs are used by the AI
1 Y: `& F4 o3 f, y' z& zroutines so changing or deleting them can put the AI off. Changing other elements should
! W+ w- a/ p. g# L3 wbe okay.
6 D: I) ^5 Q, G2. Clarification to weapon filters for aircraft:
/ U- N. F2 T! ]3 F! d( XPM_NAVAL_ATTACK 2 // used for naval attacks1 P2 z9 ?6 a; |5 b! Z7 {
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ T F4 M2 d$ rPM_LAND_ATTACK 8 // used for land (ground) attack4 C! f$ ] x; l9 X" |
PM_PORT_ATTACK 16 // used for port attack5 L2 _/ h) [9 a0 c, M
PM_AF_ATTACK 32 // used for AF attack
4 q6 j- ]) S8 ]4 t. k. hDropped any reference to secondary values for land and AF as they served no special use.
0 s* U+ p) ]) Y4 F& c" t) sClarification changes+ c: ~6 F5 g. D: F, X/ m+ R4 ]$ T
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
' [6 }( Q: [# w X: u/ ubases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
2 F5 q' e9 n9 @* sMONGOLIA(91) or TANNU_TUVA(92).
' R4 n% @) L, C% r% ?5 y( @5 b6 La. Allied non-Soviet groups can't transfer to Soviet Motherland bases7 P I, K3 }9 P1 M8 i2 M7 o8 k. d
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
/ x; l0 s9 _+ O1 a# J& C, `3 c; _c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
* H' x; X' T* F; a% |3 Y, Rafter Soviets are activated, but can’t move$ ]) |! g6 ? T, k3 D% E0 K# ~
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
. K: G7 b$ i! D# i9 V- G# ndisbanded in port.
+ ^% r) ~ S/ o- @, e6 W: He. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently% }$ B6 K* B5 w ^3 W* ^
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |